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test-helpers

Generate engine-specific test helper libraries — assertion utilities, factory functions, mocks in the engine's test folder. Reduces boilerplate.

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Donchitos/Claude-Code-Game-Studios
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2026년 9월 29일 11:32
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name
test-helpers
description
Generate engine-specific test helper libraries — assertion utilities, factory functions, mocks in the engine's test folder. Reduces boilerplate.
argument-hint
[system-name | all | scaffold]
user-invocable
true
allowed-tools
Read, Glob, Grep, Write, Bash(bash "*/.claude/skills/test-helpers/../../hooks/yaml-helper.sh" resolve_config *)
model
sonnet
!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation` **Automation mode**: Resolve `modes.automation` (`project.local.yaml` → `project.yaml` → default `collaborative`). Every `AskUserQuestion` call and every file write follows `.claude/docs/automation-modes.md` (collaborative asks always · guided major-only · autonomous logs and proceeds; `automation_always_ask` categories always prompt). # Test Helpers Writing test cases is faster and more consistent when common setup, teardown, and assertion patterns are abstracted into helpers. This skill generates a `tests/helpers/` library tailored to the project's actual engine, language, and systems — so every developer writes less boilerplate and more assertions. **Output:** engine-specific helper files in the engine's **helper root** — the only place its test runner compiles them (`.claude/docs/directory-structure.md`): | Engine | Helper root | |---|---| | Godot | `tests/helpers/` | | Unity | `Assets/Tests/EditMode/Helpers/` — inside the `EditModeTests` assembly `/test-setup` creates. If PlayMode tests need the same helpers, ask before creating `Assets/Tests/Helpers/TestHelpers.asmdef` and referencing it from both test assemblies. | | Unreal | `Source/<Module>/Private/Tests/Helpers/` | `tests/helpers/` below means the helper root for the project's engine. **When to run:** - After `/test-setup` scaffolds the framework (first time) - When multiple test files repeat the same setup boilerplate - When starting to write tests for a new system --- ## Assertions: use the project's test framework, never bare `assert()` **Generated helpers must assert through the configured test framework's assertion API**, resolved from `testing.framework` — not through GDScript's built-in `assert()`. Two things go wrong with a bare `assert()` in a helper, and both are silent: 1. **It aborts the run instead of failing the test.** A framework assertion records a failure and continues, so one broken expectation yields one red test. A bare `assert()` halts execution, so the first failure hides every result after it. 2. **It is stripped in release builds.** A helper library built on `assert()` stops asserting entirely in exactly the build you most want checked, and does so without any error — the tests still "pass". **Look up the assertion form for the configured framework before generating code.** Do not copy the forms in this file or in other skills' examples as authoritative — they are illustrative and have drifted (`assert_eq`, `assert_true` and `assert_that` all appear across the repo). If you cannot confirm the correct API for the project's framework, say so and generate no helper rather than guessing. **Helpers must not extend the framework's test-suite base class.** A file in `tests/helpers/` that extends the suite type is discovered by the runner as a test suite containing zero tests. Helpers are plain classes; only real test files extend the suite. --- ## 1. Parse Arguments **Modes:** - `/test-helpers [system-name]` — generate helpers for a specific system (e.g., `/test-helpers combat`) - `/test-helpers all` — generate helpers for all systems with test files - `/test-helpers scaffold` — generate only the base helper library (no system-specific helpers); use this on first run - No argument — run `scaffold` if no helpers exist, else `all` --- ## 2. Detect Engine and Language Read from `project.yaml` first, falling back to `.claude/docs/technical-preferences.md` for any key that is absent or empty: - `engine.name` (else the `Engine:` value) - `engine.language` (else the `Language:` value) - `testing.framework` (else `Framework:` from the Testing section) If the engine is not configured in either source: "Engine not configured. Run `/setup-engine` first." --- ## 3. Load Existing Test Patterns Scan the engine's test root for patterns already in use (Godot `tests/`, Unity `Assets/Tests/`, Unreal `Source/<Module>/Private/Tests/`): ``` Glob pattern="tests/**/*_test.*" (Godot) Glob pattern="Assets/Tests/**/*Tests.cs" (Unity) Glob pattern="Source/*/Private/Tests/**/*.cpp" (Unreal) ``` For a representative sample (up to 5 files), read the test files and extract: - Setup patterns (how `before_each` / `setUp` / fixtures are written) - Common assertion patterns (what is being asserted most often) - Object creation patterns (how game objects or scenes are instantiated in tests) - Mock/stub patterns (how dependencies are replaced) This ensures generated helpers match the project's existing style, not a generic template. Also read: - `design/gdd/systems-index.md` — to know which systems exist - In-scope GDD(s) — to understand what data types and values need testing - `docs/architecture/tr-registry.yaml` — to map requirements to tested systems --- ## 4. Generate Engine-Specific Helpers ### Godot 4 (GDUnit4 / GDScript) > **`FAIL_IF(...)` in the example below is a PLACEHOLDER, not an API.** It marks > the one line you must resolve from the project's actual test framework before > emitting any of this, per the rule in §2. Substitute the framework's real > failure call — the form that **registers a failure with the runner and lets the > suite continue** — and delete the marker comment. > > **It is deliberately not spelled `assert_that`, `assert_eq` or `assert_true`.** > All three appear somewhere in this repo, they disagree, and **GdUnit4's API is > not covered by `docs/engine-reference/`** — so writing any of them here would be > asserting an API this repo cannot source, in the file whose whole job is to stop > people doing that. If you cannot confirm the correct call for the configured > framework, §2 already tells you the answer: **generate no helper.** An > unresolved `FAIL_IF` reaching disk is a bug; a missing helper is a task. > > Worked examples must obey §2 too — a bare `assert()` here would be the exact > form §2 forbids, sixty lines below §2 forbidding it. A rule stated in prose > does not reach its own worked example unless someone makes it. **Base helper** (`tests/helpers/game_assertions.gd`): ```gdscript ## Game-specific assertion utilities for [Project Name] tests. ## Domain-specific helpers built on the project's test framework. ## ## Usage (static — no instance needed): ## GameAssertions.assert_in_range(entity.health, 0, entity.max_health, "health") class_name GameAssertions extends RefCounted ## Assert a value is within the inclusive range [min_val, max_val]. ## Use for any formula output that has defined bounds in a GDD. static func assert_in_range( value: float, min_val: float, max_val: float, label: String = "value" ) -> void: # FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`. FAIL_IF( not (value >= min_val and value <= max_val), "%s %.2f is outside expected range [%.2f, %.2f]" % [label, value, min_val, max_val] ) ## Assert a signal was emitted during a callable block. ## Usage: assert_signal_emitted(entity, "health_changed", func(): entity.take_damage(10)) static func assert_signal_emitted( obj: Object, signal_name: String, action: Callable ) -> void: # A lambda captures a local by value: `emitted = true` inside it would set # the lambda's own copy. Mutate a Dictionary it shares instead. `...args` # (4.5+) accepts a signal with any number of arguments. var state := {"emitted": false} obj.connect(signal_name, func(...args): state.emitted = true) action.call() # FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`. FAIL_IF(not state.emitted, "Expected signal '%s' to be emitted, but it was not." % signal_name) ## Assert that a callable does NOT emit a signal. static func assert_signal_not_emitted( obj: Object, signal_name: String, action: Callable ) -> void: var state := {"emitted": false} # a Dictionary, as above obj.connect(signal_name, func(...args): state.emitted = true) action.call() # FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`. FAIL_IF(state.emitted, "Expected signal '%s' NOT to be emitted, but it was." % signal_name) ## Assert a node exists at path within a parent. static func assert_node_exists(parent: Node, path: NodePath) -> void: # FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`. FAIL_IF( not parent.has_node(path), "Expected node at path '%s' to exist." % str(path) ) ``` **Factory helper** (`tests/helpers/game_factory.gd`): ```gdscript ## Factory functions for creating test game objects. ## Returns minimal objects configured for unit testing (no scene tree required). ## ## Usage: var player = GameFactory.make_player(health: 100) class_name GameFactory extends RefCounted ## Create a minimal player-like object for testing. ## Override fields as needed. static func make_player(health: int = 100) -> Node: var player = Node.new() player.set_meta("health", health) player.set_meta("max_health", health) return player ``` **Scene helper** (`tests/helpers/scene_runner_helper.gd`): ```gdscript ## Utilities for scene-based integration tests. For input simulation and frame ## stepping, use gdUnit4's own `scene_runner()` from inside the suite. class_name SceneRunnerHelper extends RefCounted ## Load a scene under `host` — the calling test suite, which passes `self` — ## and wait one frame for _ready() to complete. A plain class, so the runner ## never discovers this file as a suite with zero tests. static func load_scene_and_wait(host: Node, scene_path: String) -> Node: var scene: Node = load(scene_path).instantiate() host.add_child(scene) await host.get_tree().process_frame return scene ``` --- ### Unity (NUnit / C#) **Base helper** (`Assets/Tests/EditMode/Helpers/GameAssertions.cs`): ```csharp using NUnit.Framework; using UnityEngine; /// <summary> /// Game-specific assertion utilities for [Project Name] tests. /// Extends NUnit's Assert with domain-specific helpers. /// </summary> public static class GameAssertions { /// <summary> /// Assert a value is within an inclusive range [min, max]. /// Use for any formula output defined in GDD Formulas sections. /// </summary> public static void AssertInRange(float value, float min, float max, string label = "value") { Assert.That(value, Is.InRange(min, max), $"{label} ({value:F2}) is outside expected range [{min:F2}, {max:F2}]"); } /// <summary>Assert a UnityEvent or C# event was raised during an action.</summary> public static void AssertEventRaised(ref bool wasCalled, System.Action action, string eventName) { wasCalled = false; action(); Assert.IsTrue(wasCalled, $"Expected event '{eventName}' to be raised, but it was not."); } /// <summary>Assert a component exists on a GameObject.</summary> public static void AssertHasComponent<T>(GameObject obj) where T : Component { var component = obj.GetComponent<T>(); Assert.IsNotNull(component, $"Expected GameObject '{obj.name}' to have component {typeof(T).Name}."); } } ``` **Factory helper** (`Assets/Tests/EditMode/Helpers/GameFactory.cs`): ```csharp using UnityEngine; /// <summary> /// Factory methods for creating minimal test objects without loading scenes. /// </summary> public static class GameFactory { /// <summary>Create a minimal GameObject with a named component for testing.</summary> public static GameObject MakeGameObject(string name = "TestObject") { var go = new GameObject(name); return go; } /// <summary> /// Create a ScriptableObject of type T for data-driven tests. /// Dispose with Object.DestroyImmediate after test. /// </summary> public static T MakeScriptableObject<T>() where T : ScriptableObject { return ScriptableObject.CreateInstance<T>(); } } ``` --- ### Unreal Engine (C++) **Base helper** (`Source/<Module>/Private/Tests/Helpers/GameTestHelpers.h`): ```cpp #pragma once #include "CoreMinimal.h" #include "Misc/AutomationTest.h" /** * Game-specific assertion macros and helpers for [Project Name] automation tests. * Include in any test file that needs domain-specific assertions. * * Usage: * GAME_TEST_ASSERT_IN_RANGE(TestName, DamageValue, 10.0f, 50.0f, TEXT("Damage")); */ // Assert a float value is within inclusive range [Min, Max] #define GAME_TEST_ASSERT_IN_RANGE(TestName, Value, Min, Max, Label) \ TestTrue( \ FString::Printf(TEXT("%s (%.2f) in range [%.2f, %.2f]"), Label, Value, Min, Max), \ (Value) >= (Min) && (Value) <= (Max) \ ) // Assert a UObject pointer is valid (not null, not garbage collected) #define GAME_TEST_ASSERT_VALID(TestName, Ptr, Label) \ TestTrue( \ FString::Printf(TEXT("%s is valid"), Label), \ IsValid(Ptr) \ ) // Assert an Actor is in the world (spawned successfully) #define GAME_TEST_ASSERT_SPAWNED(TestName, ActorPtr, ClassName) \ TestNotNull( \ FString::Printf(TEXT("Spawned actor of class %s"), TEXT(#ClassName)), \ ActorPtr \ ) /** * Helper to create a minimal test world. * Remember to call World->DestroyWorld(false) in teardown. */ namespace GameTestHelpers { inline UWorld* CreateTestWorld(const FString& WorldName = TEXT("TestWorld")) { UWorld* World = UWorld::CreateWorld(EWorldType::Game, false); FWorldContext& WorldContext = GEngine->CreateNewWorldContext(EWorldType::Game); WorldContext.SetCurrentWorld(World); return World; } } ``` --- ## 5. Generate System-Specific Helpers For `[system-name]` or `all` modes, generate a helper per system:
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